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- Add r.Shadow.DetectVertexShaderLayerAtRuntime to make it possible to force (for DX11/12/SM5/Vulkan) compilation of vslayer despite RHISupportsVertexShaderLayer being false. - Set r.Shadow.DetectVertexShaderLayerAtRuntime in WindowsEngine.ini,WinGDKEngine.ini & LinuxEngine.ini. - Add DoesRuntimeSupportOnePassPointLightShadows to determine support at runtime. - Fix bug excluding Nanite meshes from DF shadows for local lights if VSM is enabled (now only affects directional lights). - Add OnGetOnScreenMessages to enable modular generation of on-screen messages in the scene renderer (aimed at transient rendering processes). #rb arciel.rekman,andrew.lauritzen #jira UE-138933 #preflight 61f3c967da54035207f6e560 #ROBOMERGE-AUTHOR: ola.olsson #ROBOMERGE-SOURCE: CL 18769670 in //UE5/Release-5.0/... via CL 18769671 via CL 18769765 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472) [CL 18769767 by ola olsson in ue5-main branch]
33 lines
1.2 KiB
Plaintext
33 lines
1.2 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ShadowDepthCommon.usf: Shared functionality for shadow depth rendering.
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=============================================================================*/
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#ifndef PERSPECTIVE_CORRECT_DEPTH
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#define PERSPECTIVE_CORRECT_DEPTH 0
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#endif
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#define INTERPOLATE_VF_ATTRIBUTES (!MATERIALBLENDING_SOLID || MATERIALBLENDING_MASKED || (REQUIRES_VF_ATTRIBUTES_FOR_CLIPPING && !POSITION_ONLY))
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#define INTERPOLATE_POSITION (MATERIALBLENDING_MASKED)
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/** Data passed from the vertex shader to the pixel shader for the shadow depth pass. */
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struct FShadowDepthVSToPS
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{
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#if INTERPOLATE_VF_ATTRIBUTES
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FVertexFactoryInterpolantsVSToPS FactoryInterpolants;
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#endif
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#if PERSPECTIVE_CORRECT_DEPTH
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float ShadowDepth : TEXCOORD6;
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float DepthBias : TEXCOORD8;
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#elif !COMPILER_SUPPORTS_EMPTY_STRUCTS && !ONEPASS_POINTLIGHT_SHADOW
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float Dummy : TEXCOORD6;
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#endif
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#if INTERPOLATE_POSITION
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// world space position needed in some cases, could be changed to be reconsructed from SvPosition (more tricky as this is not from camera perspective)
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float3 PixelPosition : TEXCOORD7;
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#endif
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};
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